Hi, I've finally got my app running on both PC and Dreamcast using a GL1 renderer, however when rendering what should be a white square, I get a very different output on the DC (see attachment). I think there are a couple of problems: 1. On this line https://sourceforge.net/p/cadcdev/libgl/ci/master...

Yeah I should've posted back really. My version is here: https://github.com/Kazade/img4dc and it works fine It should compile for OSX, I can't see why it wouldn't at least :) I've switched to using CMake as the build system, and I've tidied up some of the code, but the main thing I changed was to ma...

Hi! So I've made a bunch of progress porting my stuff to the Dreamcast. I now have CMake compiling my library, compiling and linking sample apps, then performing the conversion from ELF -> BIN -> ISO -> CDI. When I run the sample in lxdream it loads up until the point it tries to access files which ...

I'm trying to find a working build (or source code) for cdi4dc for Linux. I've tried downloading and running a Linux binary but it wouldn't run (bad elf) and the code in the img4dc project on Sourceforge doesn't compile on Linux. Before I start porting, anyone know where I can find a Linux-friendly ...

This might be a silly question, but I finally got a Dreamcast application compiled which uses my (admittedly very large) game library. With all the excess symbols stripped the final elf/bin files are just over 2M in size!

Success! As a last resort I rolled back the Docker image to Fedora 21 (which ships with GCC 4.9.x) previously I'd tried latest (GCC 6.x) and Fedora 23 (GCC 5.x) It appears there is a bug somewhere when compiling with newer GCC. I still have a few undefined references but those are my fault or due to...

No, I'm just building the standard toolchain - but I have come up with a theory! I'm wondering if latest GCC (shipped with latest Fedora) doesn't build the old GCC + stdlib correctly. I tested bumping GCC to 4.8.2 and compilation failed because the newest host GCC doesn't like it (I found a bug repo...

I'm not sure what I could've done wrong... everything is based on the template set up. In fact, this was built as a docker image so I can show exactly the steps I took to build the toolchain: # Dockerfile for generating a Fedora image with the full KallistiOS SDK installed so you can compiled # Drea...

So I've tried to force CMake to use kos-ld as the linker, and now I get the following error: [ 86%] Linking CXX executable simulant_tests.elf cd /simulant/dbuild/tests && /usr/bin/cmake -E cmake_link_script CMakeFiles/simulant_tests.dir/link.txt --verbose=1 kos-ld /opt/toolchains/dc/sh-elf/bin/sh-el...

I've finally managed to compile my library into a static library for the Dreamcast, however when I try to use it I get undefined references from all the C++ functions. I've tried to manually link stdc++ but it doesn't seem to make any difference, here's the link line (generated by CMake): /opt/toolc...

Thanks! I'll see how things go, it'll be difficult for me to factor out needs for RTTI and exceptions so I'm praying it just works :) Just checked, 211 'throw' statements, 12 uses of typeid (some of which are pretty essential for typesafe thingies), 24 uses of dynamic_cast. Yeah, that won't be fun! :p

I'm making progress porting a large library over to KOS, but I've just hit this compiler error: scene_manager.h:138:27: error: field 'future' has incomplete type I've done a bit of digging, and I think it's because the `future` class is hidden behind this ifdef: #if defined(_GLIBCXX_HAS_GTHREADS) &&...